L L4D2node

CEntityBlocker::Create

0x006773b0 · 105 bytes · __cdecl

_ZN14CEntityBlocker6CreateERK6VectorS2_S2_P11CBaseEntityb

Decompiled

undefined (5 params)

/* CEntityBlocker::Create(Vector const&, Vector const&, Vector const&, CBaseEntity*, bool) */

CBaseEntity *
CEntityBlocker::Create
          (Vector *param_1,Vector *param_2,Vector *param_3,CBaseEntity *param_4,bool param_5)

{
  CBaseEntity *this;
  
  this = (CBaseEntity *)CBaseEntity::Create("entity_blocker",param_1,(QAngle *)&vec3_angle,param_4);
  if (this != (CBaseEntity *)0x0) {
    CBaseEntity::SetSize(this,param_2,param_3);
    if (param_5) {
      CBaseEntity::VPhysicsInitStatic(this);
      return this;
    }
  }
  return this;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)